attribute vec4 a_Position;
attribute vec2 a_TextureCoordinates;

varying vec2 v_TextureCoordinates;
uniform mat4 u_ModelMatrix;
uniform mat4 u_ViewMatrix;
uniform mat4 u_ProjectionMatrix;
uniform mat4 u_Matrix;

void main() {
    v_TextureCoordinates = a_TextureCoordinates ;

    gl_Position = u_ProjectionMatrix * u_ViewMatrix * u_ModelMatrix * a_Position;


}
